




Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | --- |
Mode | --- --- |
Sex | Male |
Race | Runic Golem |
Class | Golem |
Level / Exp | 16 / 0% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 28 (base 28) |
Dexterity | 12 (base 12) |
Constitution | 14 (base 14) |
Magic | 18 (base 18) |
Willpower | 10 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 261/380 |
Mana | 147/160 |
Stamina | 145/145 |
Healing Factor | 1.4316675187725 |
Regeneration | 1.4316675187725 |
Speed
Mental | -14% |
Attack | -14% |
Movement | 0% |
Spell | -14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 10 |
See Invisible | 30 |
Offense: Mainhand
Damage | 48 |
Accuracy | 30 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.16 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 1% |
Speed | 1.1627906976744 |
Offense: Mind
Mindpower | 11 |
Crit Chance | 1% |
Speed | 1.1627906976744 |
Offense: Damage Bonus
Arcane | +6% |
All | 0% |
Offense: Damage Penetration
Fire | +10% |
Defense: Base
Armour (hardiness) | 21.90934837382 (87.651787968034%) |
Defense | 1 |
Ranged Defense | 1 |
Fatigue | 22 |
Physical Save | 18 |
Spell Save | 12 |
Mental Save | 9 |
Defense: Resistances
Darkness | + 29%(100%) |
Light | + 20%(100%) |
Physical | + 16%(100%) |
Lightning | + 24%(100%) |
All | + 10%(100%) |
Defense: Immunities
Bleed Resistance | 100% |
Fear Resistance | 100% |
Stoning Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (1/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
Golem / Fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Golem / Arcane | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Effects
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target is surrounded by a magical shield, absorbing 90/100 damage before it crumbles. Damage Shield |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 14%. Cripple |
Quests
Equipment
Main armor | ![]() Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +15% lightning / +11% light / +11% darkness A suit of armour made of metal plates. |
In main hand | ![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 24 damage Damage (radius 1) on hit: +12 arcane When wielded/worn: Changes resistances penetration: +10% fire Changes damage: +6% arcane Massive two-handed swords. |
Inventory
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 31.5 - 47.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 24 damage Massive two-handed battleaxes. |
![]() Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 Damage (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +20 (+8 eff.) Armour penetration: +16 Changes stats: +3 Str / +3 Dex Changes resistances penetration: +19% all Massive two-handed swords. |
![]() Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+5 eff.) Disarm immunity: +20% Blunt and deadly. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Accuracy: +13 (+6 eff.) Defense: +11 (+11 eff.) Changes resistances: +6% light / +3% cold Changes resistances penetration: +10% light Disarm immunity: +50% One-handed war axes. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str A cap made of leather. |
![]() Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Defense: +9 (+9 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +15% lightning Talent granted: +1 Block Handheld deflection devices. |
Achievements
Log
Golem (servant of Witty_FMA) casts Rune: Shielding.
A shield forms around golem (servant of Witty_FMA).
Your shield crumbles under the damage!
The shield around Witty_FMA crumbles.
Witty_FMA is pinned to the ground.
Islinor the bandit lord's Pin Down hits Witty_FMA for (50 absorbed), 12 physical, 6 lightning, 7 nature, 3 fire (29 total damage).
Islinor the bandit lord's Pin Down hits Golem (servant of Witty_FMA) for (5 absorbed), 0 fire (0 total damage).
Islinor the bandit lord uses Steady Shot.
You are unable to move!
You are unable to move!
Throw Bomb is still on cooldown for 1 turns.
Witty_FMA casts Channel Staff.
Witty_FMA's spell attains critical power!
Golem (servant of Witty_FMA) casts Eye Beam.
Islinor the bandit lord is recovering from the damage!
Golem (servant of Witty_FMA) hits Islinor the bandit lord for 115 fire damage.
Islinor the bandit lord's Steady Shot performs a ranged critical strike against Witty_FMA!
Islinor the bandit lord's Steady Shot hits Witty_FMA for 240 physical, 6 lightning, 7 nature, 3 fire (257 total damage).
Islinor the bandit lord's Steady Shot hits Golem (servant of Witty_FMA) for (5 absorbed), 0 fire (0 total damage).
Witty_FMA's Channel Staff hits Islinor the bandit lord for 64 acid damage.
Islinor the bandit lord uses Infusion: Wild.
Islinor the bandit lord lessens the pain.
Islinor the bandit lord uses Headshot.
Islinor the bandit lord's Headshot performs a ranged critical strike against Witty_FMA!
Character control switched to golem (servant of Witty_FMA).
Islinor the bandit lord's Headshot hits Witty_FMA for 279 physical damage.
Islinor the bandit lord's Headshot killed Witty_FMA!
Golem (servant of Witty_FMA) uses Knockback.